/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

/* ScriptData
SDName: Boss_Broodlord_Lashlayer
SD%Complete: 100
SDComment:
SDCategory: Blackwing Lair
EndScriptData */

#include "ScriptPCH.h"

#define SAY_AGGRO               -1469000
#define SAY_LEASH               -1469001

#define SPELL_CLEAVE            26350
#define SPELL_BLASTWAVE         23331
#define SPELL_MORTALSTRIKE      24573
#define SPELL_KNOCKBACK         25778

class boss_broodlord : public CreatureScript
{
public:
    boss_broodlord() : CreatureScript("boss_broodlord") { }

    CreatureAI* GetAI(Creature* pCreature) const
    {
        return new boss_broodlordAI (pCreature);
    }

    struct boss_broodlordAI : public ScriptedAI
    {
        boss_broodlordAI(Creature *c) : ScriptedAI(c) { }

        uint32 Cleave_Timer;
        uint32 BlastWave_Timer;
        uint32 MortalStrike_Timer;
        uint32 KnockBack_Timer;

        void Reset()
        {
            Cleave_Timer = 8000;                                //These times are probably wrong
            BlastWave_Timer = 12000;
            MortalStrike_Timer = 20000;
            KnockBack_Timer = 30000;
        }

        void EnterCombat(Unit * /*who*/)
        {
            DoScriptText(SAY_AGGRO, me);
            DoZoneInCombat();
        }

        void UpdateAI(const uint32 diff)
        {
            if (!UpdateVictim())
                return;

            //Cleave_Timer
            if (Cleave_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_CLEAVE);
                Cleave_Timer = 7000;
            } else Cleave_Timer -= diff;

            // BlastWave
            if (BlastWave_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_BLASTWAVE);
                BlastWave_Timer = urand(8000,16000);
            } else BlastWave_Timer -= diff;

            //MortalStrike_Timer
            if (MortalStrike_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_MORTALSTRIKE);
                MortalStrike_Timer = urand(25000,35000);
            } else MortalStrike_Timer -= diff;

            if (KnockBack_Timer <= diff)
            {
                DoCast(me->getVictim(), SPELL_KNOCKBACK);
                //Drop 50% aggro
                if (DoGetThreat(me->getVictim()))
                    DoModifyThreatPercent(me->getVictim(),-50);

                KnockBack_Timer = urand(15000,30000);
            } else KnockBack_Timer -= diff;

            if (EnterEvadeIfOutOfCombatArea(diff))
                DoScriptText(SAY_LEASH, me);

            DoMeleeAttackIfReady();
        }
    };
};

void AddSC_boss_broodlord()
{
    new boss_broodlord();
}
